Rune Knight

Rune Knights enhance their martial prowess using
the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can
be found among any family of giants, and you likely
learned your methods first or second hand from
such a mystical artisan. Whether you found the giant’s work carved into a hill or cave, learned of the
runes from a sage, or met the giant in person, you
studied the giant’s craft and learned how to apply
magic runes to empower your equipment.
BONUS PROFICIENCIES
3rd-level Rune Knight feature
You gain proficiency with smith’s tools, and you
learn to speak, read, and write Giant.
RUNE CARVER
3rd-level Rune KniSht feature
You can use magic runes to enhance your gear.
You learn two runes of your choice, from among
the runes described below, and each time you gain
a level in this class, you can replace one rune you

know with a different one from this feature. When
you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.
RU N ES KNOWN
Fighter Level
3rd
7th
1 0th
1 5th
Number of Runes
2
3
4
5
Whenever you finish a long rest, you can touch a
number of objects equal to the number of runes you
know, and you inscribe a different rune onto each
of the objects. To be eligible, an object must be a
weapon, a suit of armor, a shield, a piece of jewelry,
or something else you can wear or hold in a hand.
Your rune remains on an object until you finish a
long rest, and an object can bear only one of your
runes at a time.
The following runes are available to you when you
learn a rune. If a rune has a level requirement, you
must be at least that level in this class to learn the
rune. If a rune requires a saving throw, your Rune
Magic save DC equals 8 + your proficiency bonus +
your Constitution modifier.
Cloud Rune. This rune emulates the deceptive
magic used by some cloud giants. While wearing
or carrying an object inscribed with this rune,
you have advantage on Dexterity (Sleight of Hand)
checks and Charisma (Deception) checks.
In addition, when you or a creature you can see
within 30 feet of you is hit by an attack roll, you can
use your reaction to invoke the rune and choose a
different creature within 30 feet of you, other than
the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic
can transfer the attack’s effects regardless of the
attack’s range. Once you invoke this rune, you can’t
do so again until you finish a short or long rest.
Fire Rune. This rune’s magic channels the masterful craftsmanship of great smiths. While wearing
or carrying an object inscribed with this rune, your
proficiency bonus is doubled for any ability check
you make that uses your proficiency with a tool.
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to
summon fiery shackles: the target takes an extra
2d6 fire damage, and it must succeed on a Strength
saving throw or be restrained for 1 minute. While
restrained by the shackles, the target takes 2d6 fire
damage at the start of each of its turns. The target
can repeat the saving throw at the end of each of its
turns, banishing the shackles on a success. Once
you invoke this rune, you can’t do so again until you
finish a short or long rest.

Frost Rune. This rune’s magic evokes the might
of those who survive in the wintry wilderness, such
as frost giants. While wearing or carrying an object
inscribed with this rune, you have advantage on
Wisdom (Animal Handling) checks and Charisma
(Intimidation) checks.
In addition, you can invoke the rune as a bonus
action to increase your sturdiness. For 10 minutes,
you gain a +2 bonus to all ability checks and saving
throws that use Strength or Constitution. Once you
invoke this rune, you can’t do so again until you finish a short or long rest.
Stone Rune. This rune’s magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune,
you have advantage on Wisdom (Insight) checks,
and you have darkvision out to a range of 120 feet.
In addition, when a creature you can see ends its
turn within 30 feet of you, you can use your reaction
to invoke the rune and force the creature to make
a Wisdom saving throw. Unless the save succeeds,
the creature is charmed by you for 1 minute. While
charmed in this way, the creature has a speed of
0 and is incapacitated, descending into a dreamy
stupor. The creature repeats the saving throw at
the end of each of its turns, ending the effect on a
success. Once you invoke this rune, you can’t do so
again until you finish a short or long rest.
Hill Rune (7th Level or Higher). This rune’s
magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears
this rune, you have advantage on saving throws
against being poisoned, and you have resistance
against poison damage.
In addition, you can invoke the rune as a bonus
action, gaining resistance to bludgeoning, piercing,
and slashing damage for 1 minute. Once you invoke
this rune, you can’t do so again until you finish a
short or long rest.
Storm Rune (7th Level or Higher). Using this
rune, you can glimpse the future like a storm giant
seer. While wearing or carrying an object inscribed
with this rune, you have advantage on Intelligence
(Arcana) checks, and you can’t be surprised as long
as you aren’t incapacitated.
In addition, you can invoke the rune as a bonus
action to enter a prophetic state for 1 minute or until
you’re incapacitated. Until the state ends, when you
or another creature you can see within 60 feet of
you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll
to have advantage or disadvantage. Once you invoke
this rune, you can’t do so again until you finish a
short or long rest.

GIANT’S M IGHT
3rd-level Rune Knight feature
You have learned how to imbue yourself with the
might of giants. As a bonus action, you magically
gain the following benefits, which last for 1 minute:
• If you are smaller than Large, you become
Large, along with anything you are wearing. If
you lack the room to become Large, your size
doesn’t change.
• You have advantage on Strength checks and
Strength saving throws.
• Once on each of your turns, one of your attacks
with a weapon or an unarmed strike can deal an
extra ld6 damage to a target on a hit.
You can use this feature a number of times equal
to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

RUNIC SHIELD
7th-level Rune Knight feature
You learn to invoke your rune magic to protect your
allies. When another creature you can see within 60
feet of you is hit by an attack roll, you can use your
reaction to force the attacker to reroll the d20 and
use the new roll.

You can use this feature a number of times equal
to your proficiency bonus, and you regain all expended uses when you finish a long rest.

GREAT STATURE
10th-level Rune Knight feature
The magic of your runes permanently alters you.
When you gain this feature, roll 3d4. You grow a
number of inches in height equal to the roll.
Morepver, the extra damage you deal with your
Giant’s Might feature increases to ld8.

MASTER OF RUNES
15th-level Rune Knight feature
You can invoke each rune you know from your Rune
Carver feature twice, rather than once, and you
regain all expended uses when you finish a short or
long rest.

RUNIC JUGGERNAUT
18th-level Rune Knight feature
You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal
with the Giant’s Might feature increases to ldlO.
Moreover, when you use that feature, your size can
increase to Huge, and while you are that size, your
reach increases by 5 feet.

SOURCES

Tasha’s Cauldron of Everything

Image – https://www.plus1rpgblog.com/2019/10/24/unearthed-arcana-rune-knight-fighter/